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London's Darkest Hour - Level Design Pre-Production

Writer's picture: joshdavidson1joshdavidson1

Updated: Oct 29, 2021

Introduction

In this project, I set out to create a third-person action & adventure game set in East London around the 1990s - 2000s. The focus is to create a block out level that will enforce a Whitebox experience. The project includes level design and scripting. Throughout this, I will be discussing;

I will also be making references to my Miro board throughout this blog. Click Here.


Project Details

  • Developed over six weeks

  • Engine: Unreal Engine 4

  • Level Design

  • AI Scripting

  • Sequencer Scripting

  • Performance

  • Whitebox

  • Epic Marketplace Assets used: Advanced Locomotion System V4, Blockout Tools Plugin, Easy Texture Creator, Level Design Tool Kit, Replica Voice Actors.


 

Level Overview


 

Brief

 

Terrorists have attacked Westminster, London. If they pull this attack off, many more will follow. It is your Job as an MI6 agent to tackle your way to Big Ben and deactivate all the bombs before they go off. Do not let anything get in your path agent, London needs you now more than ever!


Location

 

The level will be spread across three well know landmarks;

  1. London Eye - Player Start

  2. Westminster Bridge - Combat

  3. Big Ben - Player Finish


Level Style

 

The level style focuses on combat and narrative as the player will experience a voice-over as they carry out the mission, just like any MI6 special agent would.


Level Mission

 

The mission's objective is to fight down terrorists as you make your way to Big Ben, trying to defuse the bombs before the timer runs out.


Conditions

 

Win

  1. Reach Big Ben and defuse all the bombs.

Lose

  1. Die in combat before defusing all the bombs

  2. Run out of time before defusing all the bombs


 

Research and Concept


 

Location Scouting

 

The level is set in Westminster, London and unfortunately, gaining first-hand reference imagines would be challenging. Google maps have allowed me to walk down the streets and landmarks of my chosen locations that I will discuss below. I will only be discussing some of the images I have screenshotted, but to see them all; please visit my Miro board.


I started by looking at all the structures surrounding Big Ben that could be seen as enjoyable gameplay. I gathered as much material as I could as I felt that these shouldn't just be used for reference but should also be a source for inspiration.


London Eye Waterloo Pier

I started with the furthermost structure from Big Ben, which was the London Eye Waterloo Pier, making this the starting location for the player. It will allow them to engage with various landmarks within Westminster, as well as allowing the player to walk across Westminster Bridge.

Aquarium

One of the things I had to make sure of was that the level wasn't too linear as the player wouldn't feel engaged, and the flow would be broken. After looking through Google maps, I noticed an aquarium on the player's path, which would allow for an immersive visual experience as they would travel through this exotic building.

Exterior
Interior

Belvedere Road Alleyway

I needed a way for the player to get to the Westminster Bridge from the aquarium, and I didn't want them to have to backtrack on an area they had already been in as doing that can become repetitive for the users. Instead, I wanted the player to be funnelled down the alleyway and be brought out at the end to have a "wow" moment with Big Ben being in their view.

Westminster Bridge

I wanted to make sure that the Westminster Bridge was incorporated into the level as I feel that various dynamic combat scenes can occur along this bridge. e.g. a helicopter attacking the player, trucks blowing up, and waves of enemies working their way across the bridge.

House of Parliament

To allow the player to cool down, I wanted to take them through the car park at the House of Parliament that would lead them into the New Palace Yard, observing Big Ben up close before entering the tower.

Scaling Reference

Using real-life references can make the visual scaling level easier when developing a blockout. You can visually see what structures are more significant than others, keep the balance of the geometry throughout the level.


Location Road Map



Mood & Atmosphere

 

The goal for the mood is;

  • Dark

  • Emptiness

  • Broken

  • Rundown

The goal for the atmosphere is;

  • Dark and gloomy through the use of smoke and dull colours like deep blue.

  • Misty

  • Worn structures

  • Slow/ Medium - paced



Lighting Ideas

The goal for lighting is;

  • Moonlight

  • Streets lights

  • Fire lights

  • Car lights

  • Police lights


Sounds

Sound effects can be an excellent way to help build and reinforce the atmosphere and mood in the level.


An excellent visual representation of the mood and atmosphere is a clip from London has Fallen movie, where chaos and destruction is released. Click here to play the clip.


Game Research

 

After analysing Division 2 in my critical analysis blog, I understood a variety of push and pull techniques better to help me refine my level idea better.


Push & Pull Techniques

I have learnt that push and pull techniques help guide the player to create more satisfaction, allowing the player to immersive themselves into their flow state. Therefore, by using these push and pull techniques, I hope to steer away from linear levels.


Simple Geometric Shapes

I wanted to use the Westminster Bridge to funnel the player towards the objective (Big Ben). I used the bridge because its structure is made from a simple rectangle shape, which allows the player to grasp the structure's scale while in an intense combat situation.


Vantage Points & Overview

I wanted to take a different approach to traditional vantage points as I thought using security cameras would provide the player with a risk/ reward satisfaction. They would use the cameras to see where the enemies were but would leave themselves less vulnerable for attack.


Landmarks/ Weenies

Landmarks/ Weenies help the player to create or expand their mental map. This is a powerful tool that I incorporated within the level. I can do this by making the player start at the Waterloo Pier and have Big Ben in the distance as the player will know that this is the direction they need to go to.


Light & Dark

Lighting is the most used trick at any level. However, if it is used correctly, lighting alone can drive the player through the whole level. Therefore, with this knowledge, I plan to set the level at night and use street lights, car lights, and moonlight to guide the player through the level.


Negative Space

Negative space ties in with light and dark as I can use the negative space to emphasise an object. For instance, when the player enters the aquarium, I can have the lobby empty, highlighting the corridors while also using dark flickering lighting.


Lines & Curves

Line & curves help to guide the player without telling them what direction they should be going. This will be done throughout the level, but for example, there will be pipes running down the corridors within the aquarium, helping to reassure the player that they are travelling in the correct path.


These are just some of the push and pull techniques that I will be introducing within the level.


Cover Units

The average Unreal Engine character is 6 feet. Therefore, the half cover height needs to be 3 feet to be able to crouch behind; the full cover will be 7 feet to make sure that the player's entire body is covered.


Scenario Ideas

 

Collapsed Aquarium Building

The first scenario is the aquarium roof falling to block the player from travelling towards the bridge. This will help to guide the player inside the aquarium.


Flooded Aquarium

The main path the player has an option to take inside the aquarium is flooded with water. This is the easiest path but decreases the player's speed and wastes more time as their time limits decrease.


Falling Boat

If the player chooses the optional path inside the aquarium, they will be able to sneak up on enemies who have stopped their patrol for a break and shoot the hanging boat above them, dealing full damage.


Bridge Camera Activation

When the player reaches Westminster Bridge, they will be told by the AI voiceover that the security cameras have been hacked and that they now have access to them; by gaining access to these cameras, the player will be able to push their way down the bridge switching between player view and camera view to help them plan out their route.


Bridge Attack Chopper

Another scenario the player will encounter is when they are on the bridge. An attack chopper will go around on a spline in waves and shoot at the player by triggering overlap activations scattered across set locations.


Oil Tanker Explosion

When the player is on the bridge, the helicopter will shoot an oil tanker on an overlap trigger changing the layout of the bridge, mixing it up for the player.

Mounted Vehicle Turret

When designing the levels, I realised that many situations were happening on the bridge that might involve the player feeling overwhelmed. I added a mounted vehicle turret that the player would be guided to, giving them that "God Like" power moment.


Big Ben Explosion

When the player is inside Big Ben, they will be travelling up the stairs, and one of the bombs goes off early, creating a path for the helicopter to shoot at the player, adding suspense after the player experience a "lull" moment.


Blowing up Attack Helicopter

The helicopter has been annoying the player since they got onto the Westminster Bridge, and I wanted the player to finish the level with the sensation that they could get one up on the helicopter. To complete the level the player must pick up an RPG and blow up the helicopter.

 

Level Design Layouts


 

Draft 1

 

To start the level layouts, I did a quick bubble diagram to try and understand the structure, but the first problem I saw with this layout was that it was too linear, which I wanted to avoid.


Before

After some thinking, I wanted the player to travel through the aquarium as this will help add adventure to the player's path, and travel through the House of Parliament instead of going straight through Big Ben.


I wanted to note down all the entry and exit points, and where the light source would emerge, since the scene would be set out at night.


After

Vist Miro Board to see still images instead of Gif. Click Here.



Draft 2

 

The second draft shows a more detailed structure built upon the bubble diagram. By introducing this more elaborate structure, I was able to see how well the scale of the environment would be and if the design scope would be too big. However, after much consideration, I was happy with the structure and scales as it kept to the real-life form of Westminster, which was one of the aspects I was striving for.


Final Level Layout Concept

 

The final layout concept is broken down into six sections. By breaking them down into sections, I was able to look at each one in more detail by fleshing out the significant areas, enemy types, pick-ups and where cover and blockable objects will be placed.


Use the arrow on the right side of the screen to scroll through images.


Changes


Aquarium

This was a slight change, but I wanted to add in a heavy enemy type and thought they should be introduced at the end of the aquarium section. This will ensure the player encounters them, learning their weaknesses before engaging more on the Westminster Bridge.


Before After


Westminster Bridge

The bridge is where the main combat within the level takes place. This means that the cover placement shouldn't be grouped, as this can make it jarring for the player. Instead, I removed some cars and added in the heavy enemy types besides the explosion barrels to give the player an advantage.


Before After


Advanced Notes


Aquarium

The player has two paths they can take within this section;

  1. The green path (primary path) - sea world room filled with water because of broken fish tanks that slow down the player.

  2. The orange path (optional path) - wreckage room will have two terrorist patrols in the area and who have stopped for a break. The player will have the option to shoot the boat above their head, shoot them, or sneak past.

At the end of the path, the player will enter a room and see that the door is blocked from the other side; this is where they will have to interact with the environment and shoot the glass.


Westminster Bridge

When the player overlaps with the first blue box, it will activate the first wave of enemies. During the first wave, the player and enemies will be separated by negative space (no man's land), which will stop the first wave of enemies from being overly aggressive.


The second blue box will activate the second wave of enemies and the helicopter, shortly following the helicopter shooting the explosive truck.


The final blue box will spawn the last enemies of the bridge and have them filter down the yellow lanes towards the player.



New Palace Yard

This section helps the player experience their "lull" moment while still giving them small snippets of action to keep them interested.


Big Ben

The stairs inside Big Ben are used as cool down moments as they make their way up to each floor, deactivating the bombs.



 

Beat Charts & Flow Charts


 

Flow Charts

 

In the image below, you can see how the level should flow and how each section has been given a precise difficulty and beat length that I will put into the beat chart.



Beat Chart

 

The beat chart shows the intensity of the level relating to the data from the flow chart. These beats should offer a variety and introduce "lull" moments to ensure they don't feel overwhelmed with the gameplay and narrative.











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